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Cities, Towns & Villages

Places to go, people to see. Various cities, towns, and villages to visit.

18 files

  1. Junk's Whiterun

    DESCRIPTION
    "Less is more" I have often heard. I also believe in the K.I.S.S. rule (keep it simple stupid).
    I didn't want to go nuts with Whiterun; the town more or less has its own living style already.
    What I DID want to accomplish, however, was to fix Bethesda's many craters, potholes, and just plain old gaps and gracks in the landscape.
    I did this by placing a rock or rockpile strategically to cover up the hole.
    I then lined the main strip in the lower district with some trees, bushes, and flowers to spruce it up a bit and make it just a little more quaint.
    That's it. No navmesh, interior cells, NPCs, markers, packages, ribbons or bows were touched or altered in any way.
    REQUIREMENTS
    Skyrim
    RECOMMENDATIONS
    None
    CONFLICTS
    None known.
    Compatible with "Skyrim Flora Overhaul".
    THANKS & CREDITS
    Thank you "Ray2NJ" for just being plain ole awesome brother!
    Thank you "Arthmoor" for this site.
    PERMISSIONS
    You may NOT use any part from this mod for any purpose without written consent from myself (Junk @ JunksMods).
    I am sharing this mod here exclusively at AFK Mods.
    Do not upload this mod (or any of my mods for that matter) in part or in full to any other site. (That includes the Nexus that already stole my work.)
    Remember, Jesus is watchin'! And so am I.......

    14 downloads

    1 comment

    Updated

  2. Junk's Riverwood

    DESCRIPTION
    I have seen other Riverwood mods out there that "enhance" or "fix" Riverwood. They're great. But, as usual, I had to make my own.
    I modded Riverwood from the bridge to just outside of the far gate, and from the mountains on the left to the mountains on the right.
    I fixed any floating objects, fixed improper landscape textures, and then added plants and trees.
    IN TOWN
    Fixed all pyramids in landscape.
    Fixed some missing/wrong landscapes textures.
    Added grass.
    Fixed all floating objects.
    Added pine trees.
    Added custom-made bush.
    Added custom-made apple tree.
    Added cattails.
    Added ivy.
    Added hanging moss.
    Added lavender.
    Added snow berries.
    Added custom-made grass clumps.
    Added 2 more chickens to the pen area.
    Added hay scatter and 2 more chicken nests to chicken nest haypile.
    Added custom-made lamp posts.
    Attached DefaultDisableHavocOnLoad script on all baskets, buckets, kettles and axe in town. (I'm clumsy!)
    Replaced 2 handcarts with collision (handcart01) with static handcarts (handcart02).
    Added a small table and a bottle of mead for the poor guy working the sawmill all day.
    Added frogs and crickets sounds.
    IN SLEEPING GIANT INN
    Fixed all floating objects.
    Fixed fire by replacing logs with custom mesh from my "Middle Earth" and FXFireWithEmbersLite.
    Removed 2 strange floating wreaths.
    Attached Bethesda's DefaultDisableHavocOnLoad script on kettle and pot near fire. (Again, I'm clumsy!)
    I did not touch any navmesh, NPCs, markers or packages or any other interior cells.
    REQUIREMENTS
    Skyrim
    RECOMMENDATIONS
    None
    CONFLICTS
    None known.
    Compatible with "Skyrim Flora Overhaul".
    THANKS & CREDITS
    Thank you "Ray2NJ" for just being plain ole awesome brother!
    Thank you "Arthmoor" for this site.
    PERMISSIONS
    You may NOT use any part from this mod for any purpose without written consent from myself (Junk @ JunksMods).
    I am sharing this mod here exclusively at AFK Mods.
    Do not upload this mod (or any of my mods for that matter) in part or in full to any other site. (That includes the Nexus that already stole my work.)
    Remember, Jesus is watchin'! And so am I.......

    17 downloads

    0 comments

    Updated

  3. Ger-yr-Afon Estate

    Ger-yr-Afon Estate by CHRIS3BEVAN
    Here is an estate located up-river from Dragonbridge which was built near the ruins of a dwarven observatory.

    A selection of notes have been placed to suggest a possible quest - which is so difficult to do: it's not a feature.

    The notes are intended to make the area feel like there's everyday activity in the estate (the quest is optional).

    CURRENT FEATURES:

    * A place to visit that contains:

    ** A Museum - to display weapons and armor.
    ** A Villa - where caretakers and servants stay.
    ** A Guest House - for guests (obviously) with a merchant.
    ** A Dwarven Observatory - which has several areas to enjoy the view of Dragonbridge and Solitude (in the distance).
    ** A Manor - which has a receptionist, a barmaid, a servant wench, a chef and a bard (including a permanent resident).

    *** The Manor also has a throne room, conference room, library, lounge, restaurant, kitchen including several bedrooms and a crafting area.
    *** Please note - the showers are on permanently because I wanted the mod to be a single esp.

    * The estate also has:

    ** A smithing area - by the mill - which has a blacksmith.
    ** A stable by the entrance with a carriage driver.
    ** A small children's play area between the Museum and Villa.
    ** A Half-Destroyed Farmhouse opposite the Villa (which includes a farmer).

    Features Added:

    * A secret crafting chamber in the museum.
    * A Bath House - which includes a small bar and public area with private changing area, a public sauna, M&F changing rooms with showers and toilets, an Olympic sized pool with diving boards, a family pool with seating area and several spectator areas.

    Also includes a workers area (office, dinning room, bedroom, maintenance area).

    MOD COMPATIBILITY ISSUES:

    * None that I am aware of - feel free to let me know.

    FINDING THE ESTATE:

    1) A location (fast travel) icon is placed in the area for you to get there easily.
    2) Alternatively - you can go to the mill - in Dragonsbridge - and cross over the small stream (to where the tree stumps are) and head up to the estate on the road.

    F.A.Q:

    Q: What is this quest you mentioned?
    A: This mod is a player home type mod and not a quest. The quest is an addition which is not required to complete.

    Q: Why have you done this mod?
    A: My friend asked for a player home by the river. I named the Mod Ger-yr-Afon because that is the Welsh way to say By The River.

    CHANGE LOG:

    v1.0 - initial release.
    v1.1 - repaired (added) NavMeshes and attempted to fix FaceGen issues.
    v2.0 - Fixed NavMeshes and FaceGen issues. Also added a Bath House (No Scripting).
    My website link is: white Flag (gaming)

    62 downloads

    1 comment

    Submitted

  4. Expanded Towns and Cities

    Expands upon existing towns. So far includes: Darkwater Crossing, Dawnstar, Kynesgrove, Morthal, Riverwood and Rorikstead. Available in "Complete" - All the towns packed together; and, "Modular" - Individual towns à la carte versions. (Karthwasten and Morthal are currently in progress.)
    Additional screenshots (slideshows for each town, and for some of the optional features) are available HERE.
    File size was too large to post on the mod page. 
     

    Many thanks to the respective creators for making these translations possible. 


    (Click the images to be taken to their pages.) 
     

    Alright, so - What exactly are you getting? While the new version is certainly in the spirit of its predecessor, it is NOT the same mod. So if you came here expecting identical towns, with identical people and identical layouts – Prepare yourself, because you’re about to be sorely disappointed lol. This was built from the ground up, taking into account everything I have learned in MY CONSIDERABLE EXPERIENCE AND/OR WISDOM (jokes, I clearly have neither of those things) to try and give you and me and everybody a much better mod overall. 
    I made a lot of mistakes with the old ETaC. Things that, given the opportunity (and a time machine), I would never had done in the first place, things of which we shall never speak again. Mostly for my own sanity. As it turned out, I now HAVE that opportunity to build the mod I’d always wanted to build, so buckle up mod-friendos, we’re going to go on a little adventure together. Which brings me to…
    List of changes!
    As for specifics, I’ll be omitting the small "aesthetic" changes from these list (i.e. clutter, trees, wildlife, lanterns, blah blah) as identifying every single barrel I’ve moved and tree I’ve added would be a huge enormous pain in my arse. (Read: am lazy! HI!) Anyway. (Those things excluded) here's what you get...

    - Added 6 new houses.
    - Added 9 new NPCs. 
    - Added new custom dialogue for said NPCs
    - Added various notes and journals and such and things.
    - Added a general store.
    - Added an inn/tavern for the sleeping and the consuming of the wines.
    - Added a shrine and alchemy bench for the healing of your poor diseased self.
    - Added a well for drinking water.
    - Added exterior chimneys for houses because fireplaces.
    - Added additional farms, farmers, fishermen, and hunters.
    - Added additional woodcutters; And, NPCs will collect firewood for their houses daily.
    - Added ownership data to all the random exterior items/barrels/etc.
    - Added occlusion planes to houses / walls / etc. for better performance.
    - Added smoke / light to forges and smelters. 
    - Added armor bench and sharpening wheel to blacksmith area.
    - Added horse marker for player horse.
    - Added some vanilla options that were available in other towns, but not here for whatever reason...
    - Like the gathering of wood and food for those of you who had fervently wished you'd been born into a life of farming.
    - Gave vanilla homeless NPCs homes (Derkeethus, Sondas, Tormir and Hrefna.)
    - Derkeethus Quest - People in Darkwater will now react to Derkeethus' absence/return.
    - Derkeethus Quest - Added the ability for talking to the aforementioned people to start his quest.
    - Derkeethus Quest - Derkeethus' house will reflect whether or not he's living in it.
    - Changed Verner's house exterior mesh to match interior layout.
    - Changes to guards' and other NPCs' patrol routes so they make more sense with the new town layouts.
    - Made extensive changes to town layouts, landscape, navmesh and NPC AI *

    - Added 7 Houses
    - Added 18 new NPCs.
    - Added new custom dialogue for said NPCs.
    - Added split-level miners' lodgings for Iron Breaker and Quicksilver miners so they aren't stuck living in the mines.
    - Added Temple of Dibella (with a shrine for the healing of your poor diseased self).
    - Added East Empire Warehouse at the docks.
    - Added general store.
    - Added fishery.
    - Added stables (stores horses only; no purchasing).
    - Added horse marker for player horse.
    - Added seagulls and rats to dock area.
    - Added various notes and journals and such and things.
    - Added a well for drinking water.
    - Added exterior chimneys for houses because fireplaces.
    - Added additional farms, farmers, fishermen, and hunters.
    - Added additional woodcutters; And, NPCs will collect firewood for their houses daily.
    - Added ownership data to all the random exterior items/barrels/etc.
    - Added occlusion planes to houses / walls / etc. for better performance.
    - Added smoke / light to forges and smelters.
    - Added -OPTIONAL- wall around the city. (Can be toggled on / off via MCM or the ETaC Config prompts.)
    - Moved the Kahjiit caravan outside ETaC's added wall. (This also required some minor changes to their AI.)
    - Fixed covered walkways not using the snow versions.
    - Gave vanilla homeless NPCs homes (Abelone.)
    - Changes to guards' and other NPCs' patrol routes so they make more sense with the new town layouts.
    - Made extensive changes to town layouts, landscape, navmesh and NPC AI *

    - Added 5 new houses.
    - Added 9 new NPCs.
    - Added new custom dialogue for said NPCs.
    - Added a general store.
    - Added a blacksmith.
    - Added an inn/tavern for the sleeping and the consuming of the wines.
    - Added a shrine for the healing of your poor diseased self.
    - Added a well for drinking water.
    - Added exterior chimneys for houses because fireplaces.
    - Added additional farms, farmers, fishermen, and hunters.
    - Added additional woodcutters; And, NPCs will collect firewood for their houses daily.
    - Added ownership data to all the random exterior items/barrels/etc.
    - Added occlusion planes to houses / walls / etc. for better performance.
    - Added smoke / light to forges and smelters.
    - Added horse marker for player horse.
    - Added some vanilla options that were available in other towns, but not here for whatever reason...
    - Like the gathering of wood and food for those of you who had fervently wished you'd been born into a life of farming.
    - Changes to guards' and other NPCs' patrol routes so they make more sense with the new town layouts.
    - Made extensive changes to town layouts, landscape, navmesh and NPC AI *

    - Added 6 new houses.
    - Added 8 new NPCs.
    - Added new custom dialogue for said NPCs.
    - Added a general store.
    - Added a shrine for the healing of your poor diseased self (in Dravynea's House.)
    - Added an enchanting table (in Dravynea's House.)
    - Added a well for drinking water.
    - Added exterior chimneys for houses because fireplaces.
    - Added additional farms, farmers, fishermen, and hunters.
    - Added additional woodcutters; And, NPCs will collect firewood for their houses daily.
    - Added ownership data to all the random exterior items/barrels/etc.
    - Added occlusion planes to houses / walls / etc. for better performance.
    - Added smoke / light to forges and smelters.
    - Added horse marker for player horse.
    - Added some vanilla options that were available in other towns, but not here for whatever reason...
    - Like the gathering of wood and food for those of you who had fervently wished you'd been born into a life of farming.
    - Gave vanilla homeless NPCs homes (Dravynea, Roggi, Gemma and Ganna.)
    - Dravynea is now marriage-able.
    - Roggi is now marriage-able.
    - Changes to guards' and other NPCs' patrol routes so they make more sense with the new town layouts.
    - Made extensive changes to town layouts, landscape, navmesh and NPC AI *

    - Added 7 Houses
    - Added 14 new NPCs.
    - Added new custom dialogue for said NPCs.
    - Added various notes and journals and such and things.
    - Added Temple of Stendarr (with a shrine for the healing of your poor diseased self).
    - Added general store.
    - Added fletcher.
    - Added fishery.
    - Added butcher.
    - Added winery.
    - Added horse marker for player horse.
    - Added hawks.
    - Added various notes and journals and such and things.
    - Added some fun new Carl-themed spells to Falion (by jknjb.)
    - Added a well for drinking water.
    - Added exterior chimneys for houses because fireplaces.
    - Added additional farms, farmers, fishermen, and hunters.
    - Added additional woodcutters; And, NPCs will collect firewood for their houses daily.
    - Added ownership data to all the random exterior items/barrels/etc.
    - Added occlusion planes to houses / walls / etc. for better performance.
    - Added smoke / light to forges and smelters.
    - Added -OPTIONAL- wall around the city. (Can be toggled on / off via MCM or the ETaC Config prompts.)
    - Changes to guards' and other NPCs' patrol routes so they make more sense with the new town layouts.
    - Made extensive changes to town layouts, landscape, navmesh and NPC AI *

    - Added 6 new houses.
    - Added 9 new NPCs. 
    - Added new custom dialogue for said NPCs.
    - Added various notes and journals and such and things.
    - Added an alchemist.
    - Added a well for drinking water.
    - Added exterior chimneys for houses because fireplaces.
    - Added additional farms, farmers, fishermen, and hunters.
    - Added additional woodcutters; And, NPCs will collect firewood for their houses daily.
    - Added ownership data to all the random exterior items/barrels/etc.
    - Added occlusion planes to houses / walls / etc. for better performance.
    - Added smoke / light to forges and smelters. 
    - Gave vanilla homeless NPCs homes (Embry.)
    - Changes to guards' and other NPCs' patrol routes so they make more sense with the new town layouts.
    - Made extensive changes to town layouts, landscape, navmesh and NPC AI *

    - Added 7 new houses. (This now includes a house for Lokir as he was supposedly from Rorikstead.)
    - Added 11 new NPCs. 
    - Added new custom dialogue for said NPCs.
    - Added various notes and journals and such and things.
    - Added a general store  (with a shrine for the healing of your poor diseased self).
    - Added a blacksmith.
    - Added an alchemist.
    - Added stables (stores horses only; no purchasing).
    - Added horse marker for player horse.
    - Added a well for drinking water.
    - Added exterior chimneys for houses because fireplaces.
    - Added additional farms, farmers, fishermen, and hunters.
    - Added additional woodcutters; And, NPCs will collect firewood for their houses daily.
    - Added ownership data to all the random exterior items/barrels/etc.
    - Added occlusion planes to houses / walls / etc. for better performance.
    - Added smoke / light to forges and smelters. 
    - Added some vanilla options that were available in other towns, but not here for whatever reason...
    - Like the gathering of wood and food for those of you who had fervently wished you'd been born into a life of farming.
    - Changes to guards' and other NPCs' patrol routes so they make more sense with the new town layouts.
    - Made extensive changes to town layouts, landscape, navmesh and NPC AI *
    * People now do a bunch of things beyond standing around and eating bread, om nom nom.)
     



    New ETaC will do what it should always have done, and that is towns and nothing else. There will be no changes to vanilla interiors (to maintain compatibility with any mods that make them, ELFX, and etc.) There will be no changes to vanilla NPCs’ actor records (to maintain compatibility with any character mods that make them), there will be no player houses, or new textures, no unnecessary item additions (no more having to patch leveled lists or for survival, food, weapon, or shop mods.) I won’t be “removing” any vanilla markers or intractable objects (to maintain compatibility with other NPC behavior and/or AI mods, 3DNPCs, Immersive Citizens, etc.). I will be *moving* vanilla objects, but NPCs will still be able to find them, and so I won’t have to patch for them. Woot.
    One major change, however, is that New ETaC now requires you to have all the DLC installed. They've been out long enough that most people should have them by now and Hearthfires and Dragonborn in particular are packed with all kinds of useful assets for this kind of mod.

    New ETaC NPCs are going to have a little more depth to them. I’ve added more … “involved,” we’ll call it, AI packages, to make the towns and their inhabitants feel a little livelier. They’ll each have varying daily routines, new dialogue, some of them will have new side quests (which will conform with Skyrim’s side quests - no major quests.) They’ll have some more back story, and will react to your action in the rest of the world, to the weather, they’ll be a least a little bit more human, and slightly less like cardboard cutouts. Or at least that’s the goal lol. 

    I will still be offering Complete and Modular versions of the ETaC files. I will also include version with and without a MCM menu, and versions with and without the added quests in case you hate new things. Which is fine. No judgment.
    And lastly, and maybe most importantly… 

    I’m still who I’ve always been and my particular aesthetic remains largely unchanged. So it’s likely the new ETaC towns will still have the same sort of visual as the old ETaC towns. But I am trying to build things in a slightly more streamlined way. Stuff that would make sense, is practical, and is slightly less of a resource hog than it was in previous versions. So think original ETaC just reigned in a little bit. Some towns will still have unique buildings (I do still plan on adding a bakery to Dragon Bridge – And hey! With Hearthfires, I don’t even need to add new bakery items. I have them already. Hooray! - but I wouldn’t expect to see Dragon Bridge South making a comeback.) although the goal overall is to give them more of a vanilla-feel than might have been in the case in the old mod. 
    Yep. Ok. I’ve rambled on enough to that end, you get the general idea I think. SO. Moving on. 
     

    Everything you'll ever to need to know about compatibility can be found... right here. 
     
     

    Everything you'll ever to need to know about bugs / troubleshooting can be found... right here. 
     
     

    There are (mercifully) a whole bunch of people now working on this giant unending monstrosity with me...

    Etienne • Ileji • jknjb • PurpleDerple • Undriel • winterlove


    xBeanyBabie • Colt Walker • CompleteTheCircuit • DeathCandy • Genny Sherard • Jim Belfiore • jknjb • KeeperOfMemories • TheLoreSeeker • NeverNotNinja • Severage • Storm Watters • talkingNsuch • Tasheni • Winterlove
    Whether with writing (I do like zero of the writing for this thing now, thank God), voice acting, or testing (in addition to helping out on the comment thread and discord (speaking of which, many thanks also to Thallassa for doing nearly all of my discord crap for me, including, but not limited to, teaching me how to use the damn thing), providing patches, supplying me with wine, moral and psychological support, random information on bees and mead, and also on Skyrim (did you know there's like a whole game in there? I did not.) or donations of their awesome meshes (please see credits at the bottom for more info on mesh donations) - You guys are amazing, and wonderful, and also good looking, and I literally wouldn't be able to do this without you. 
    And while I'm off on a thanking-people tangent... To Nazenn - I cannot possibly thank you enough for all the wonderful work you've done for me with ETaC (and other mods) (and everywhere else – you've got a lot on your plate, you're literally a machine) in my absence. You're the best ever,. A million trillion thanks to you for... everything. All of it lol. ♥
     

    01. Sclero's Farmhouse Kit by By Sclerocephalus
    02. Building Kits and Other Items by jet4571and Elianora
    03. Mr. Siika Seagulls by Mr. Siika and Tamira
    04. Mr. Siika Ravens by Mr. Siika and Tamira
    05. Squirrels by Mihail Romanov
    06. House Cats by Mihail Romanov
    07. Seadog Pirate Armor by hothtrooper44 *
    * Actor use only. Not included as wearable armor.
    AND! Things I don't have links to but remain awesome nonetheless...
    08. "Brandy the Bard" Books by Brandy_123
    09. "Hwaet Wegardena" Books and "Yashar's Journal" by jknjb
    10. Custom No Snow Under the Roof meshes by winterlove.
    11. A bunch of modified farmhouse meshes by winterlove.
    12. Corrected ETaC-added farmhouse style meshes by Ambershore.
    Thus concludes my mod description page. 
    Should you have any other questions/concerns, please feel free to come find me --- Either here or on our Discord. Thanks muchly <3

    2387 downloads

    6 comments

    Updated

  5. Arthmoor's Skyrim Villages - All In One

    An all in one package for all of my villages released for Skyrim Legendary Edition.
    This package contains all 11 of the village mods I have released for Skyrim in one single package. It's been a popular request for some time and since I am no longer doing mods for Legendary Edition it seemed like as good a time as any to put this package together.
    The following villages are included: Darkwater Crossing, Dawnstar, Dragon Bridge, Helarchen Creek, Ivarstead, Karthwasten, Keld-Nar, Kynesgrove, Shor's Stone, Soljund's Sinkhole, and Whistling Mine.
    Combine features of this package include:
    * Sondas Drenim will offer to share his house if married to you.
    * Derkeethus will offer to share his house if married to you, assuming you haven't recruited him into the Blades.
    * Dawnstar NPCs all have their own homes and will no longer live their lives in the mines.
    * Two NPCs in Helarchen Creek can be married and will share their homes with you.
    * Temba Wide-Arm will offer to share her house if married to you.
    * Bonus: Golldir now has a home as well and will return to it once his quest, "Ancestral Worship", is completed. He can be married at that point and you can move in with him if you wish.
    * Karthwasten NPCs all have their own homes now and will no longer crowd into a single barracks building.
    * Custom village of Kel-Nar in Eastmarch will all new NPCs, including a Dark Elf child.
    * Roggi Knot-Beard will share his house if married to you.
    * Dravynea will share her house if married to you.
    * Grelka will share her new house in Shor's Stone if married to you. She will also travel from the village back to Riften to run her shop during the week.
    * Shor's Stone has a new custom inn which is an Easter Egg from Elder Scrolls Online, with full rent support and their own bard.
    * Odfel's wrecked house now exists on the north side of Shor's Stone. So sad.
    * Perth can now share his house with you if you marry him.
    * Soljund's Sinkhole now has a Guard barracks for the guards to live in, with one extra patroller added due to the dangerous area. The jail is just for show, sorry
    * New housing for the miners who live in Whistling Mine. No more sleeping and eating in a freezing cave.
    * All added shopkeepers have investment support.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for every area, including trees that account for the changes.
    * Bug fixes and other updates that were applied to the SSE versions since December 2017 have also been added.
    My Patreon Page: https://www.patreon.com/arthmoor

    5165 downloads

    7 comments

    Updated

  6. Keld-Nar

    "This doesn't translate to Feldscar at all. It translates to Keld-Nar, a long abandoned village deep inside Skyrim to the north. Keld-Nar lies in between an ancient Nordic tomb, and a large black rock who's origins Keldon and I were never able to determine." - Raminus Polus, circa 3E 433.
    An age ago, during the Oblivion Crisis, a Nord village found itself on the brink of disaster at the hands of a pair of Dunmer mages. They were on a quest, no, a mission to find what they thought would lead them to salvation against the onslaught of the Daedra. Instead, they found Feldscar and eventually their plans were torn asunder by the Champion of Cyrodiil. But what of the village that Raminus Polus told the Champion about? Keld-Nar, the site of the actual prize the Dunmer sought? Raminus Polus and Keldon Swiftrunner had been there before, but what became of it since then?
    30 years ago, refugees of the Great War set forth out of northern Cyrodiil in a desperate gamble that would answer this question once and for all. Where once ruins lay, a thriving village has sprung up in their place. Come in traveler, stay awhile, rest your weary legs and listen to an old man's tale.
    Keld-Nar is a village in Eastmarch, near the Dwemer ruin of Mzulft. It boasts an inn, a blacksmith, stables to park your horse at, and a decent sized local garrison of troops. Unlike many other populated areas, Keld-Nar welcomes Khajiit, owing to the history the ancestors of the current residents had with them in Feldscar those many decades ago.
    The village starts off held by Stormcloak Rebels and openly worships Talos, but will change hands to Imperial control if they win the Civil War. Where possible, Keld-Nar should also be included in any town based radiant quests and will be subject to dragon attacks. It may also be subject to random vampire strikes if you have Dawnguard.
    My Patreon Page: https://www.patreon.com/arthmoor

    768 downloads

    1 comment

    Updated

  7. Dawnstar

    Dawnstar has always been described as a large port city with a lot of activity. What was presented in the game didn't quite do it justice, but until recently putting one's finger on why wasn't so easy. As it turns out, Dawnstar was run by cruel heartless nobles! The miners were condemned to live out their lives neck deep in grime in the mines. Well no more! Now these poor miners have homes like everyone else, and in the process Dawnstar feels more like that larger port city we've been told about too. With six extra homes in it, that shouldn't be much of a surprise. Plus the miners will now go home to sleep, and visit the inn after their shifts are up too. So there will be some of that missing activity now too.
    * Each NPC now has their own home.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees, that account for the changes.
    My Patreon Page: https://www.patreon.com/arthmoor

    1263 downloads

    0 comments

    Updated

  8. Dragon Bridge

    A small village expansion for Dragon Bridge.
    Dragon Bridge always seemed like it needed something more, and it did. There was always poor Varnius Junius, who gets sent to Solitude representing the town and everything, but had nowhere to live. Plus his boss, Tasius Tragus, who was never placed into the game, but would also have just lived in the inn. The inn is not a home!
    Varnius and Tasius now have their own homes on the northeast side of the village, like everyone else in town. It's not much, but there just isn't enough space in the place for anything more. Tasius even has a nice terrace with a view to reflect his presumed status in town.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area.

    795 downloads

    0 comments

    Updated

  9. Helarchen Creek

    A village in the mountains southeast of the city of Dawnstar.
    Tamriel has had many villages on maps for as far back as anyone can remember. What happened to them all? Nobody really knows. This mod is simply my take on bringing one back from Elder Scrolls: Arena. Helarchen Creek was a small village in the game somewhere in the mountains near Dawnstar. Originally it appears as though Bethesda planned to put this around the Nightgate Inn, but then changed the name on that and cut the content. Some further research using old Arena maps placed the village further north anyway, so here it is.
    * Two of the NPCs can be married and will optionally share their homes with you.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area.

    1598 downloads

    1 comment

    Updated

  10. Karthwasten

    A simple village expansion for Karthwasten.
    Karthwasten is supposed to be a bustling mining town with two actively worked mines, yet only has a couple of buildings and too many NPCs to match. Plus it's a known lore town that's been here for at least 200 years. So this place needed a bit of an expansion to flesh it out and make it seem more like the "Karthwasten Hall" of old, in as much as Skyrim will allow for that. No more pitifully small center of mining for The Reach!
    * Each NPC now has their own home.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees, that account for the changes.

    1021 downloads

    0 comments

    Updated

  11. Soljund's Sinkhole

    A simple village expansion for Soljund's Sinkhole.
    Soljund's Sinkhole is another one of those places where it just seemed odd that more was not done. A mining operation that by all accounts would be thriving were it not for a draugr problem. An area that 3 people are effectively living in, with only two actually being housed, and one of whom is a marriage prospect for the player! Such cramped conditions cannot stand, and so this small expansion has been done to relieve the crowding problem.
    * Guard barracks for the guards to live in, with one extra patroller added due to the dangerous area. The jail is just for show, sorry
    * Perth can now share his house with you if you marry him.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area.

    1409 downloads

    2 comments

    Updated

  12. Whistling Mine

    A simple village expansion for Whistling Mine.
    It always seemed odd to me that an established mine with an active smelter had no place for the people there to live. Whistling Mine is cold, and inhospitable. Nobody in their right mind would actually sleep there! This mod solves that oddity by providing a small village for the 4 NPCs to live in and spend some time in. Cause who wants to spend their lives living in the mine they work in!
    It was also somewhat strange that Winterhold Hold had nothing but a single half ruined town in it.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees that account for the changes.

    1669 downloads

    7 comments

    Updated

  13. Shor's Stone

    An expansion for the village of Shor's Stone.
    Shor's Stone always seemed like a place that had more potential than what was in the game, and as it turns out, that's because it does. NPCs talk about Odfel's wrecked house and the need to build a new one, but the wreckage doesn't exist. Grelka has some scenes with the other NPCs that can never play because she never comes to the town, and may well have originally been planned for there. Plus the place always seemed a bit empty, in need of somewhere for the folks to gather at night other than just the fireplace in front of Sylgja's house. Now, all of these things have been taken care of. Shor's Stone is no longer a backwater half-village.
    * Grelka now has a home at the south end of town. She will travel between there and Riften by horse at the appropriate times.
    * The Tapped Vein, the inn, where folks gather for the town's evening meal. A subtle tribute to Elder Scrolls Online and the village's past association with Ebony mining.
    * Inn has a properly working innkeeper, server, and bard.
    * Odfel's wrecked house now exists on the north side of town. So sad.
    * LOD has been generated for the area, including trees that account for the changes.

    1094 downloads

    0 comments

    Updated

  14. Ivarstead

    A simple village expansion for Ivarstead.
    Ivarstead always seemed like it should be more to me. There are a number of people living in the inn on a permanent basis. While the game indicates it is a village in decline due to fewer and fewer visitors coming through, it's very clear that those who are in the inn now are permanent residents to the village who have fairly strong ties they can't just cut. Since it would have been lame to throw down a bunch of empty or destroyed properties, it felt only right that 3 new houses should be built for those residents to occupy.
    * Temba Wide-Arm will offer to share her house if married to you.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees that account for the changes.
    * Bonus: Golldir now has a home as well and will return to it once his quest, "Ancestral Worship", is completed. He can be married at that point and you can move in with him if you wish.

    1108 downloads

    0 comments

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  15. Darkwater Crossing

    A simple village expansion for Darkwater Crossing.
    If Darkwater Crossing ever seemed like too many people with nowhere to live were there, you're probably right. It's major enough for Tullius to know about it to set up an ambush for Ulfric, yet there's a single house there where two people live while everyone else sits around a campfire. Not anymore! Three new houses have been added to provide accomodations for the 4 NPCs who had no place to call home.
    * Sondas Drenim will offer to share his house if married to you.
    * Derkeethus will offer to share his house if married to you, assuming you haven't recruited him into the Blades.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees that account for the changes.

    1463 downloads

    3 comments

    Updated

  16. Kynesgrove

    A simple village expansion for Kynesgrove.
    It has always bothered me to some extent that Kynesgrove gets major attention during the main quest, even with its own guard contingent, yet is nothing more than one inn and a few people in a small camp. Given that it's supposed to be an actual village, it felt like these people needed to at least have proper homes even if they are poor. So this mod aims to correct this problem by providing houses for Ganna & Gemma Uriel, and Roggi Knot-Beard while also adding a new blacksmith to round things out for the village. Now, even though they all still work the mines, they have homes to return to at night.
    * The blacksmith has full investment support with the proper perk.
    * Roggi Knot-Beard will share his house if married to you.
    * Dravynea will share her house if married to you.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees that account for the changes.

    1433 downloads

    0 comments

    Updated

  17. Oblivion Gates in Cities

    During the time of the Oblivion Crisis, it was said that Skyrim was hit especially hard by the Daedric invasion. Yet, a mere 200 years later there isn't a single sign of this event ever having happened anywhere. Such a monumental event in history would surely have left its mark, especially in the cities. When Martin Septim made the ultimate sacrifice to seal the barriers to Oblivion forever, this did not remove the structural components that would be left behind by suddenly having the dimensional gateway closed down without warning. While logic may suggest that the citizens of Skyrim would have done all they could to be rid of these menaces, I don't believe this would have been a top priority. Some might even have left them standing as a reminder of what almost was.
    This mod's purpose is simple and to the point. Each of the 5 major hold capitols has an Oblivion Gate either inside or near it. They are merely for decoration and will not be made functional in any way. They're simply there to add back the missing atmosphere that Bethesda left out. An homage to Oblivion (the game) if you will. It also serves as a token bit of my Open Cities mod that at least I can still enjoy even if Patch 1.9 has denied me my major work.
    As a complement to this mod, get MCR's excellent "Oblivion Gates" (https://www.nexusmods.com/skyrim/mods/22369) which places several gates using the same resources all over Skyrim and parts of the Dawnguard DLC too.

    1001 downloads

    1 comment

    Updated

  18. Open Cities Skyrim

    Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time.
    Patches In The Patch Archive
    CL Cities - Whiterun: Adjusts navmesh data and makes copies of objects from CL Whiterun into the open worldspace.
    Skyrim Sewers 4: Provides access to the sewer areas from the open city spaces.
    Drinking Fountains of Skyrim: Copies the drinking fountain objects into the open city spaces. Patch written by Hanaisse.

    18942 downloads

    42 comments

    Updated


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